Experience by area (DX3)

This page is dedicated to revealing the exact amount of experience points awarded during different stages of Deus Ex: Human Revolution with the goal of obtaining the most XP possible. By following this guide you should be able to unlock all available augmentations by the end of the game.

It contains major spoilers and presupposes good knowledge of the game's mechanics. Therefore it is not recommended as a guide on a first playthrough — refer to Deus Ex: Human Revolution walkthrough instead.

Originally this page was written for the "vanilla" version of Deus Ex: Human Revolution that came out in 2011, but it can also be used as a guide for the Director's Cut version of the game. Director's Cut integrated The Missing Link DLC and Explosive Mission Pack DLC into the main game and slightly altered the boss fights, but left all other areas of the game essentially unchanged. It also made unlocking all augs significantly easier thanks to the extra praxis points you earn in The Missing Link. The details and ramifications of these changes are discussed below.

HAC: Covers the hacking bonuses Script Kiddie, Grey Hat, Black Hat, L33t Sk1llz and Master Hacker including XP bonuses from data nodes. Each device is listed as (LX+Y), where X is a difficulty level and Y is a sum of XP from all data nodes. Director's Cut also added Data Looter bonus which shows the sum of all extra XP bonuses from the captured data nodes. So now if, for example, you hack a Level 1 device with extra 150 extra XP instead of seeing Script Kiddie (25) + Script Kiddie (150) you will see Script Kiddie (25) + Data Looter (150).

EBO: Scholar bonus for reading one of the 29 unique e-books. Reading all 29 of them will unlock the Doctorate achievement.

MAN(x): Number of enemies that reward you with combat XP in a particular part of the level. Note that many normally friendly NPCs may turn hostile to the player if attacked or provoked (cops in a DPD building, street policemen, armed civilians, etc.), but since no XP rewards are given for dealing with them they're not included in MAN count.

BOT(x): Number of bots (turrets, security bots and boxguards) in a particular part of the level

DTD: Double Takedown. Double takedowns are listed in each part of a section like this: MAN(x)/DTD(y), where x is the number of enemies and y is the number of maximum possible double takedowns you can perform on them.

Extra XP bonuses added in the Director's Cut are shown in a turquoise color.

The most significant change in the Director's Cut is the integration of The Missing Link into the main game, which made the task of acquiring all available augmentations significantly easier. You can earn up to a maximum of 30 extra praxis points during The Missing Link (14 through level-up and 16 through praxis kits) in addition to the 69 praxis points in the main game, which is more than enough to get you 68 praxis points and unlock every single aug.

However, technically, it's a bit more complicated. When you pick up your equipment from the ammunition case at the end of The Missing Link there is a script check that ensures that your total praxis count does not exceed 61 points. The extraneous praxis points that you may have earned before departing from Hengsha are discarded. So, for example, if you earn 50 praxis points before you start The Missing Link and 25 points in The Missing Link itself after you complete it you will only pick up 36 kits from the ammunition case. The remaining 14 kits will be discarded.

This means that you will NOT be able to unlock all augs at the end of The Missing Link, no matter how you play in the preceding parts of the game. You will still have to collect most of the XP rewards in Singapore and Panchaea to get to 68 praxis points. Even in a best case scenario you should only be able to finish the game with 70 praxis points (with 68 points to unlock every aug and 2 points unspent).

Practically, it means that you can be much more relaxed in how you approach the majority of the game and how many XP rewards you can miss. It should be very easy to accumulate 45-50 points in the main game before departing from Hengsha and 20-25 points in The Missing Link and reach the limit of 61 points. You don't have to hack every device or get every exploration bonus or even do every side-quest to get enough XP. Most importantly you don't have to worry about performing double takedowns, which was somewhat of a requirement in the original version if you wanted to get enough XP for 68 praxis points. Just use any weapon or method you want (lethal or not) to deal with enemies — if you collect the majority of other rewards it won't make much of a difference. You also don't have to worry about destroying bots.

Director's Cut also comes with Old Noodle Factory mission that previously was only available to the owners of the Augmented Edition of the game or through the Explosive Mission Pack DLC.

Another major change in DC is the overhauled boss fights — the first three boss fights to be precise, as The Hyron Project in DC is identical to its original version. There are a new options added in each boss' arena that can help you defeat those bosses and earn some extra experience. Mostly it's security terminals or doors that you can hack and bots or turrets that you can destroy for combat XP. These extra bonuses are shown in a turquoise color. The XP guide for The Missing Link can be found on its own page and will linked to separately after the Belltower's Port section.

Other than that there are no significant alterations to the XP rewards in Director's Cut compared to the original version of the game.

Most of the remarks in this guide concerning double takedowns or maximizing XP at the cost of killing certain NPC's (like soldiers in the prologue or Diamond Chan in Rotten Business side-quest) still apply to the original version of the game. If you're playing the Director's Cut you can just ignore them.

There will be a slight variation in earned XP depending on player's chosen combat tactics and story/dialogue choices. Since this is a guide on how to maximize XP all story-related decisions are geared towards enabling the player to engage the most enemies (without role-playing considerations) and are incompatible with certain achievements, notably the Pacifist and Good Soul and (probably) Foxiest of the Hounds. Though these cases are rare and clearly marked in the guide.

Every enemy in the game is presumed to be knocked out with at least single non-lethal takedown and double takedown (whenever possible) because they net the most XP (50 XP for STD, 125/2 = 62.5 XP for each enemy in DTD). In "Combat XP" sub-section of a section summary you'll find every enemy in a level listed along with a maximum number of possible DTDs.

DTD numbers aren't just for show — all of them were tested and verified numerous times. It is also possible (but hard) to earn every Ghost and Smooth Operator bonus and knock out as much as 90% of all enemies in the game with DTDs. This strategy was used throughout this guide and is fully examined in this Double Takedowns guide.

Some enemies are tied to side-quests and will not appear until you accept a quest or complete a particular objective. They are listed like this:

Here is the list of augmentations required to get every XP reward listed on this page. This guide was done in stealth and takedowns-only playstyle so the augmentations choice reflects that too.

Mandatory augs

Quicksilver Reflex Booster (Multiple Take-Down): Enables the double takedowns and must be activated as soon as possible (ideally during the mission in the Sarif Manufacturing Plant). In this guide it is the first aug acquired.

Hacking: Capture (Level 2 + 3 + 4 + 5): Must be upgraded to level 5 during your first stay in Detroit to allow you to hack every available device. It also makes hacking generally easier and thus renders all other hacking augs (Hacking Stealth, Fortify, Analyze) practically useless: if you're going to capture every node to get all XP bonuses you should have a lot of "Nuke" and "Stop" viruses, so the occasional level 4-5 device won't be a problem.

Mandatory "single use" augs

Implanted Rebreather (Chemical Resistance): Required to enter the security room filled with toxic gas in Panchaea and hack the security terminal (500 XP). Every other gas-filled room in the game can be either avoided or cleaned of gas using a nearby valve.

Turret domination: Necessary in Panchaea and, with DC, also for revamped boss fights — the turrets there are inactive by default. Switching them on to "default" state is the only way to get XP for destroying them. (1 (base) + 2 (DC))x 2x45 XP that can't be gained any other way, totalling to 270 XP with DC.

Social Enhancer: Used to get additional 100 XP from officer Nicholas during the second visit to Detroit. Marginally useful in other cases: provides additional dialogue options and makes conversation battles easier — but never results in any additional XP options except this case.

Non-mandatory, but highly useful augs

Robot Domination: Makes it possible to activate the inactive security bots found throughout the high security areas of the game. Normally, bots stay inside their security stations and activate only after you trigger an alarm — which negates Smooth Operator bonus and (if bots see you) Ghost bonus. Reprogramming them to "friendly" status will 1) Activate them so they will roll out of the security stations 2) Protect you from losing the stealth bonuses 3) Enable you to destroy them as you see fit. Don't let them see the bodies of knocked out enemies, though: even if the bots are friendly to you they will ruin your Ghost bonus if they see their former allies. If you plan to use this aug, you will it need right from the start of Tai Yong Medical section. It comes useful in Panchaea. Alternatively, you can always simply destroy bots through walls with an EMP grenade or mine without bothering about upgrading this aug.

Jump Enhancement: There is a lot of hidden places to explore which naturally requires a lot of jumping. And though every hidden place can be reached through crate stacking it's hardly worth the effort.

Punch Through Wall: Not necessary to break the weak walls (they can be destroyed with explosives or normal weapons), but without highlighting this aug provides it's rather hard to notice them unless you already know where to look. It will recoup its cost immediately: there is a praxis kit hidden behind breakable wall in Detroit sewers (below Derelict Row) and another kit in Hengsha sewers (below the Hung Hua Hotel).

Icarus Landing System: Used to circumvent Adam's low tolerance for falling damage; comes in handy during the exploration, especially in Hengsha. Also there are few places that are hard to reach without this aug, notably the ventilation shaft in the Hengsha's Lower City Factory — but possible with some patience and exploiting of the game's physics (see this video).

Glass-Shield Cloaking System: Highly useful for aggressive non-lethal/Ghost playstyle. Some DTDs are very hard to perform without it.

Few words about mandatory equipment:

The only mandatory item (if you're aiming for 100% completion) is an EMP grenade or mine — which is the easiest way to destroy the inactive security bot in the Panchaea's Ring section without triggering an alarm and forfeiting your Smooth Operator bonus. Another way to destroy it is by shooting it through walls with a laser rifle — but it takes up much more inventory space than grenade or mine.

There is a bug present in both console versions and the recent PC build (v1.4.651.0), where some Ghost and Smooth Operator bonuses may not be awarded to certain players when they complete an objective stealthily (see this video for illustration). The details about causes and occurrences are not clear, but it seems that it has something to do with save game files of former playthroughs. If you're not getting a bonus you think you should get, you're most probably affected by the bug. It is strongly recommended to remove all save game information before starting a new playthrough. For PC users, the files are located at .../Steam/userdata/*UID*/28050/. For affected console users, creating a new profile for each playthrough seems to be the way to go.

Although there is no HUD displaying it, all the enemies during the intro level yield XP. This is one of the situations where you have to kill someone in order to maximize XP. So if you're going for the Pacifist achievement at the same time, you will not be able to get all the listed XP bonuses. Takedowns or non-lethal neutralizations aren't possible, so you get a maximum of 20 XP (for head shots) per kill.

Since we can't get any praxis points at this stage we cannot hack any of the (L2+) devices and should leave them all for later, including Jensen's computer (L3). Spending too long during your first visit will kill the hostages in Lab 1.

GTD(150): Talk to Pritchard about the retinal display.

EBO(200): Book on Pritchard's desk (1/29).

EXP(200): Vent shaft in the helipad service access area.

GTD(150): Board the chopper.

Additional XP:

Do this only if you're aiming for maximum XP and going to do all possible DTD in Sarif Plant, otherwise you will lose more XP than you gain. You can "metagame" a bit: use the code 4145 on the office #27 door lock and get these 3 bonuses (instead getting them on your return to Sarif Industries).

Videoguide on double takedowns in Sarif Plant with the remainder of the mission.

It is possible to get second praxis point in the Sarif Plant BEFORE confronting Zeke Sanders and WITHOUT knocking out most of the enemies (see the video above). This way you can maximize your XP by activating Reflex Booster and performing as many DTDs as possible. Exactly how early it will become available depends on previous choices. In our case, we've killed every soldier in the Introduction (180 XP) and "meta-gamed" in Sarif Industries (1200 XP). With every possible XP bonus in Sarif Plant except for combat XP we should have: Intro:180 + SI1:1200 + SP1:800 + SP2:650 + SP3:1300 + SP4:550 = 4680 XP. Destroying the turret near the server room (45 XP) and knocking out 6 enemies with STD (6*50=300 XP) should get XP to 5025, which is enough for second praxis. Since we have to hack 10 computers in the Admin Building it's advisable to knock out 5 enemies there, plus one enemy from the lab before the serve room (with 5 enemies). It will leave 26 enemies to perform DTD on — and it is possible to knock all of them out with DTD (see the video to the right). Before completing the Milwaukee Junction mission if the hostages were saved, speak with Greg Thorpe by the helicopter pad before leaving to prevent missing out on the mission 'One Good Turn Deserves Another.'

Talk to Josie and Greg Thorpe after completing the secondary objectives to trigger a side-quest later on.

MAN(5)/DTD(0): 5 enemies around the cubicles (6 with Zeke Sanders, but he's not included since confronting him physically is suboptimal for XP). We have to knock out at least 6 enemies before we get enough XP for second praxis and Reflex Booster — it is recommended to perform STDs on these 5 in addition to one STD above.

EXP(100): Vent connecting restroom with office.

EBO(200): Book on a table in the room before Zeke (3/29).

HAC(275): 11 hackable computers (11xL1): 10 computers in the cubicles and 11th in the same room as Zeke.

You'll have to upgrade your "Hacking: Capture" aug to Level 5 to hack all the locked doors and computers in Sarif HQ during your stay in Detroit, so plan accordingly. Do not hack your own computer yet, first see the section Detroit City - First visit: "The Alley".

If you've followed the advice to maximize XP from the Sarif Industries - first visit section, then you'll lose some XP here, since you won't be able to hack office #27 door (L2) resulting in a loss of 50 XP. Also 500 XP = EBO(400)+EXP(100) are already included in "Section XP" above. But taking these bonuses early is actually beneficial for XP in the long run: with additional 500 XP you'll have to do 10 STD less in Sarif Plant and can perform 5 DTD instead: 5*25 = 125 XP. Even accounting for the missed HAC(50), this strategy still nets 125 - 50 = 75 XP more. We include this bonus in "Maximum XP" in this section and on this page in general.

MAN(1): unnamed punk (the one with black mohawk) standing near the door to Detective Chase's building who rewards you with normal combat XP.

COM(100): Locate Detective Chase's building.

COM(100): Meet with Detective Chase.

HAC(25): Greg Thorpe's apartment (L1).

HAC(50): Safe (L2) behind picture frame.

COM(750): After you've hacked the safe, go back to Sarif HQ and hack the computer in your office, accepting the side-quest One Good Turn Deserves Another. Then return here and meet with Greg Thorpe, completing the quest.

HAC(50): Safe (L2) behind picture frame (again).

EBO(200): Book inside Thorpe's bedroom (7/29).

Eastern Downtown Apartments (accessed via the roof), TOT(275):

HAC(150): Apartment door (L2+100).

EXP(100): Apartment.

HAC(25): Computer (L1).

Western Downtown Apartments, TOT(5700):

HAC(250): Gate (L2+200).

EXP(200): Climbing over the gate (you'll have to stack crates or use the nearby tree to get there).

The bonuses of methods 1. and 2. are mutually exclusive. In either case, none of the NPCs inside the station yield any XP, even if hostile. So even if you lose the persuasion game on purpose (Life Lesson (100)) and follow method 2, it is still 150 XP behind method 1.

The door to the morgue and one laser system terminal will turn green once you persuade Haas, losing their hacking bonus. So take the sewer entrance first and hack them beforehand.

HAC(50): Laser system terminal (L2) in the basement near the sewer entrance.

HAC(75): Morgue door (L1+50) (disabled after convincing Haas).

HAC(50): Laser system terminal (L2) securing door leading to the upper levels (disabled after convincing Haas). After you done these 3 hacks, exit using the sewers and reenter the police station through the main entrance.

SIL(1000): Convince Haas to let you in.

Basement, TOT(2900) (three hacks (175 XP) from the beginning of the level are not included):

Hacking an occupied computer in the Police Station without killing police officer.

Note: It is possible to hack every computer in the police station (including the ones occupied by police officers: 5 on the Ground floor and 3 on the 3rd floor) and not to kill, knock out anybody or raise an alarm. I.e. get maximum XP and preserve your Pacifist and Foxiest of the Hounds achievements (see the video to the right).

You may want to enter Derelict Row and neutralize all opposition before receiving either mission pertaining to it, so you don't risk your Ghost or secondary objective bonus. You can also deactivate the antenna before receiving the mission for it (you'll get a little chat with Sarif on how you outsmarted Pritchard). Whether you wait for the mission to be official or not, you will be rewarded with the same amount of XP.

MAN(35)/DTD(16): DRB gang members. 8 near the DRB territory entrance (there is a bug where one gang member doesn't spawn, making you lose 75 XP), 4 in the sewers, 23 in the Derelict Row (including 2 DRBs behind the breakable wall on top floor with elevator shaft).

HAC(50): Garage door (L2) in southern alley leading to "The Alley".

EXP(100): Garage.

EXP(100): Inside a container in the dead-end, west of the Chiron building.

(after you meet with O'Malley behind the Police Station — see Easter Detroit)

COM(100): Retrieve O'Malley's package.

COM(100): Go to Derelict Row.

COM(750): Locate the DRB weapons cache.

COM(100): Identify O'Malley's weapon shipment.

COM(1000): Return to Jenny, accepting the follow-up mission.

COM(750): Remain undetected while in DRB territory (secondary).

(see Western Downtown Apartments for further details)

EXP(100): Weapons cache area (must be reached during the Cloak & Daggers side-quest).

EXP(100): Roof of building accessed through escape stairs in alley opposite of the Chiron building.

EXP(200): Top the of fire stairs across the same roof, above the weak wall, where the last set of stairs is broken. Jump Enhancement helps a lot, although you can also use a barrel from an area behind the breakable wall to jump atop air conditioner.

MAN(12)/DTD(6): 6 patrolling the courtyard area; 6 inside the factory (5 on lower level, 1 sniper on catwalks). For the 6th DTD you have to throw the sniper down from the catwalks to lower level by throwing a heavy crate at him.

GTD(1000): Investigate the area.

EXP(100): Scaffolding, west of the main entrance.

HAC(75): Gate (L3) west of the main entrance, leading to roof access ladder.

The detention center can be divided into a northern and a southern part, connected by a corridor. Each part can be further divided into one upper (2) and one lower (1) level. It's recommended to clear Level 2 of each part first, as the enemies there tend to see what's going on below.

MAN(16)/DTD(8): 5 in the Northern part, 2 in the corridor, 9 in the Southern part. For 7th and 8th DTD you have to pair each of 2 soldiers from the corridor with a soldier from Northern and Southern parts.

BOT(2): 1 turret, 1 boxguard.

Northern part, TOT(250):

HAC(100): 2 alarm panels (2xL2) on Level 2.

HAC(50): Alarm panel (L2) on Level 1.

EXP(100): Vent shaft under the floor of Level 1.

Corridor, TOT(725):

HAC(175): Security hub (L3+100) on Level 2.

EXP(300): Armory opened by security hub.

HAC(250): Computer (L2+75) and security hub (L2+75) on Level 1.

Southern part, TOT(2275):

Level 2, TOT(650):

HAC(175): 2 alarm panels (L2, L2+75).

HAC(300): 3 computers (L2, L3, L3+100).

HAC(175): Security hub (L3+100).

Level 1, TOT(1625):

HAC(350): 4 alarm panels (2xL2, 2xL2+75).

HAC(150): 3 doors (L1, L2, L3).

HAC(125): Laser system terminal (L2+75).

HAC(175): Computer (L3+100) in recreation area.

HAC(125): Security hub (L2+75) near the elevator.

EXP(100): Vent system below holding cells.

EXP(200): Vent around laser grid.

EXP(200): Office in recreation area.

EBO(200): Book inside the recreation area office (13/29).

GTD(1750): Locate the mercenary leader.

GHO(500)

SMO(250)

Director's Cut additions (365):

HAC(25): Security hub (L1) on the 2nd floor than unlocks the doors to the storage area on the ground floor.

HAC(150): Storage room (L2+100) with 2 turrets inside.

HAC(25): Door (L1) to the security room.

HAC(75): Security hub (L1+50) controlling the turrets.

BOT(2): 2 inactive turrets (2x45). If you want to get the XP rewards for destroying you have to activate them first using the security hub (switch them to "default" state).

MAN(1) [50 XP]: Diamond Chan. The only option here is to perform non-lethal takedown on him (50).

COM(100): Knockout Chan.

COM(100): Plant the drugs.

COM(300): Kill Chan (by shooting his unconscious body). XP reward for completing the quest stays the same (1000). There is also an option to drop Chan off the roof (100 XP), but it's incompatible with other choices. You'll lose Pacifist if you complete this objective.

SIL(1000): Win the social battle with the barkeeper. Hack the L4 door near the restrooms before you initiate the conversation to avoid losing XP for it.

GTD(1000): Meet with Tong in his office.

EBO(200): Book inside Tong's office (17/29).

HAC(350): Door (L4+250) next to main entrance. Guards will turn hostile if you hack it in front of them so you'll need an upgraded invisibility cloak aug and at least 2 (better 3 or 4) charged batteries to hack it without starting a fight and alerting the whole club.

MAN(18)/DTD(9): Belltower soldiers that ambush the hotel after you bring the employee card to Van Bruggen.

BOT(1): Turret in the showers.

Part XP: 5300

SECTION SUMMARYSection XP: 31800Combat XP: 2870

MAN(46): 1 TYM guard in Hung Hua Hotel, 3 Ning's guards, 16 Belltower soldiers in Hengsha Court Gardens, 18 in Alice Garden Pods, 8 in Kuaigan District after the ambush (there is also Diamond Chan, but he's not included since taking him down is part of the quest).

It is generally possible to stealth rush all the objectives up to the final extraction at the hangar (see the Penthouse part) for the GHO/SMO bonuses and then return for the rest without having to worry about them. This could be the preferred way to handle this part if you have problems with stealth, as the civilians/security bots tend to blow your Ghost bonuses, sometimes for no obvious reason. Like, for example, if a bot sees a body of its former ally (even after you reprogram it to friendly status) your Ghost will get ruined.

BOT(2): 2 inactive security bots hidden inside security stations. You will need Robot Domination aug if you want to destroy them without risking triggering an alarm or losing Ghost bonus. Knock every human enemy first, hide their bodies, then reprogram the bots to friendly status using nearby security hub and destroy them. Alternatively, you can follow the advice above and rush through the areas and then return back, trigger alarm(s) and deal with the bots without fearing for stealth bonuses — but it will take more time and negate the Foxiest of the Hounds achievement. The easiest way to destroy them is with EMP grenades/mines — this way you won't need any additional augs, but you will still have to take down human enemies and hide their bodies from bots. These tactics apply to every other bot in Tai Yong Medical area.

Main Mission, TOT(4250):

GTD(1000): Go to TYM via the employee shuttle.

GTD(750): Rescue a TYM employee.

GTD(1750): Enter TYM's tower.

GHO(500)

SMO(250)

HAC(25): Door (L1) at the beginning of the map.

HAC(125): Door (L3+50) to chemical storage A-4.

HAC(175): Alarm panel near chemical storage A-4.

HAC(25): Door (L1) to chemical storage A-3.

HAC(75): Alarm panel inside control room.

HAC(50): Maintenance catwalk terminal.

EXP(300): Storage room at far end catwalk position.

EXP(300): Storage room at near end catwalk position.

HAC(50): Security hub (L2) inside security room.

EXP(300): Maintenance shaft below water level.

HAC(75): Alarm panel (L3) on the north side of the bridges.

HAC(75): Alarm panel (L3) on the south side of the bridges.

HAC(150): Laser system terminal (L2+100) on the south side of the bridges near the bot pen.

HAC(225): Door (L3+150) to filtration room.

HAC(75): Door (L3) to pump room A-3.

HAC(75): Alarm panel near pump room A-3.

HAC(50): Cage door (L2) before first elevator.

HAC(100): Cage door (L4) after first elevator.

EXP(300): Area enclosed by large immovable crates near electrified pool.

EXP(400): Upper part of air shaft (with dead TYM employee) near the second elevator.

(do not take the access card from the body if you want to hack entrance door to LGM labs later)

EBO(200): Book near a dead body inside the air shaft (20/29).

EXP(100): Lower part of air shaft near the second elevator.

EXP(100): Area to the right of the second elevator (blocked by big crate).

Lee Geng Memorial lab, TOT(1600):
There is a praxis kit (12/21) in one of drawers in laboratory B-2.

MAN(7)/DTD(3)

BOT(2): 2 inactive security bots inside security stations. Again, either knock everyone out and then reprogram the bots to destroy them or leave them for later.

HAC(75): Alarm panel at starting corridor.

HAC(175): Door (L3+100) to first security room.

HAC(175): Security hub (L3+100) inside first security room.

HAC(50): Door (L2) to laboratory A-2.

HAC(150): Door (L2+100) to laboratory A-2 from laboratory A-3.

HAC(25): Alarm panel next to Lee Geng Memorial labs entrance.

HAC(125): Entrance (L1+100) to LGM labs. To hack this door you will need NOT to take any of two access cards so the guard won't open the door automatically when you approach him. If you don't want to bother with DTD (he can be paired with the guard from the cental area) you can distract him with a gunshot and take him down away from the door.

EBO(200): Book at the center of LGM labs (21/29).

HAC(100): Computer (L2+50) inside laboratory A-4.

HAC(75): Alarm panel outside the security room of LGM labs.

HAC(75): Security hub inside the security room of LGM labs.

HAC(75): Alarm panel upstairs of LGM labs.

HAC(75): Alarm panel upstairs of LGM labs behind the southern exit.

HAC(75): Alarm panel upstairs of LGM labs behind the northern exit.

HAC(75): Door (L3) to laboratory B-2, from laboratory B-3.

HAC(75): Computer (L3) inside laboratory B-3.

Data Core, TOT(4235):

MAN(9)/DTD(4)

BOT(2): 2 inactive security bots inside security stations.

HAC(150): Door (L2+100) to server room A-3.

HAC(75): Alarm panel (L3) near server room A-3.

HAC(75): Computer (L3) inside server room A-2.

HAC(25): Laser system terminal (L1) to northern balcony exit.

HAC(75): Alarm panel (L3) on northern balcony.

HAC(75): Laser system terminal (L3) next to security room before laser room.

Praxis kit (13/21) can be found in one of the cubicle drawers.
There are 3 ways to escape the ambush:

Use the elevator (easiest and best XP).

Jump down the opened elevator shaft.

Break through the second wall from the server room (noisy and will auto-kill a guard for only 10 XP). We use the 1st route, so the elevator shaft EXP(300) bonus from the 2nd route is listed in the next part.

EXP(300): Area behind the breakable wall in the server room. 2 additional soldiers will appear in the TV news room after you climb down the ladder in this area. If you're aiming for maximum combat XP then just get down but don't break the lower wall — climb back up and take the elevator route instead. When you get to the TV news room there will be 8 soldiers instead of usual 6.

MAN(8)/DTD(4): There will be only 6 soldiers in this area if you didn't do the trick with breakable wall from the previous section.

BOT(1): Turret in the middle of a room.

HAC(100): 2 doors to the TV editing room (2xL2). Must be hacked from outside the room, although you can also destroy a door from inside the room with a weapon (preferably silenced) and hack door's lock afterwards.

EBO(200): Book inside the TV editing room (23/29).

EXP(300): Bottom of the opened elevator shaft. It's reachable from previous floor, but you can also get there from a vent in TV editing room.

MAN(12)/DTD(6): 4 on patrol from the start, 8 spawn after you summon the funicular.

BOT(1): Turret in front the funicular door (if you destroyed the turret using only EMP granade - move turret in room of the enemy respawn - after the spawn enemies need to save and reload - and the turret it can be destroyed again),

BOT(3): 3 inactive security bots. You can either reprogram them to friendly status using the Robot Domination aug and destroy them (hiding the human bodies first), or follow the advice form the Tai Yong Medical section: complete the "Get inside room 802-11" objective and get the GHO/SMO bonuses, then return back, trigger the alarm and deal with the bots without worrying about stealth, negating the Foxiest of the Hounds achievement.

Higher level, TOT(2315):

HAC(25): Laser system terminal (L1).

EXP(100): Area behind the breakable wall. Also reachable through the vent.

HAC(75): Alarm panel (L3) in the room near the statue.

EXP(100): Office near the armory.

HAC(140): Security hub near the armory (L4+40).

HAC(100): Door to the armory (L4).

EXP(400): Armory.

HAC(125): Security hub (L3+50).

EXP(200): Office near the stairs to lower level.

EBO(200): Book inside the office (24/29).

HAC(525): 4 computers (2xL3, L3+200, L4).

HAC(325): 3 alarm panels in the office area (2xL3, L3+100).

Lower level, TOT(7275):

EXP(300): Area behind the breakable wall with a vent connecting two offices.

EXP(300): In the locked office near the stairs.

HAC(225): Security hub #1 (L3+150).

HAC(150): 2 office doors (2xL3).

HAC(150): 2 corridor doors (2xL3).

HAC(150): 2 alarm panels (2xL3).

HAC(175): 3 computers (L1, 2xL3).

HAC(75): Security hub #2 (L3).

GTD(1750): Get inside room 802-11.

GHO(500)

SMO(250)

Director's Cut additions (290):

HAC(50): Door (L2) to the second floor of the area. Technically, there are two identical L2 doors, but hacking one of them automatically unlocks another.

BOT(2): 2 inactive ceiling turrets (2x45). If you want to get the XP rewards for destroying you have to activate them first using the security hub (switch them to "default" state). To avoid triggering an alarm (and losing Foxiest of the Hounds achievement) use a non-explosive firearm or EMP mines to destroy them.

Quest-independent XP bonuses (EXP, HAC, EBO) listed in Detroit City - first visit section can be gained on second visit too if you've missed them. Only new XP rewards are listed in this section.

There was a rumor that closing already hacked doors and safes during the first visit to Detroit would make them hackable again on second visit. Turns out it's not true: neither gates, nor doors, nor safes get re-locked — only computers that were originally hackable. All other devices stay in the same state you left them. There is a single exception though — safe in Thorpe's apartment can be hacked for a third time, but its re-lock is likely a bug, considering that Greg Thorpe will initiate the same dialog from the One Good Turn Deserves Another quest when you talk to him.

NOTE: below info is outdated; in the most recent version I found the sewer entrance completely barred, and none of the options below possible.

The police station can also be entered again (may require Smash the State side-quest) through the sewers, where lockers (a couple of pistols), computers and alarm panels can be hacked again. Complete list needed. (Maybe only in Director's Cut edition). You can speak with Wayne Haas one more time and get 1000 XP for Silver Tounge again! Also, it seems like if you hack Wagner's computer one more time, Cassandra Reed will re-appear in the lobey of Chiron Building (next to the 2nd Wayne Haas). Do NOT speak with her, as you will be trapped into conversation without the possibility of doing anything, not even quiting the game! You can also re-retrieve that brain chip from dead terrorist in the morgue, you will have some conversations you already had, but it neither re-enables any missions nor gives any XP. The ability to re-enter the police station breaks the game quite a bit, further inverstigation needed.

There are two ways to handle the Finding Isaias Sandoval quest with the same result — Sandoval will be suicidal and you'll get a chance to talk him out of it. For the sake of XP we'll choose the second way. We'll have to skip the conversation battle with Taggart altogether because failing it on purpose for the Life Lesson bonus (100) will disable the option to plant the evidence on his computer: when Sarif will contact Adam he won't even mention it.

BUG: There is a persistent bug (unfixed as of 1.4.651.0 patch) that "locks" Sandoval into attacking the player in case if you choose to convince Taggart first, then reload a save and take the second path. Even if you plant the evidence, Sandoval will act like nothing happened, which may require replaying the whole Detroit section to fix. Choosing the second path on the first attempt (as we do here) will guarantee the suicidal outcome. If you want to get The Throwdown achievement for winning the social battle with Taggart, then make a save in the Convention Center, play until you confront Sandoval, make a save, then reload an earlier save and get the achievement safely.

Convince Taggart to reveal Sandoval's location, TOT(2000):

SIL(1000): Convince Taggart to reveal Sandoval's location to you.

GTD(750): Obtain Sandoval's location from Taggart.

SMO(250)

Hack Taggart's computer and plant the evidence, TOT(2275):

HAC(25): Taggart's computer (L1).

GTD(750): Obtain Sandoval's location from Taggart.

GHO(500)

SMO(250)

GTD(750): Frame Taggart by planting the evidence on his computer.

HAC(250): 5 alarm panels (5xL2).

HAC(100): Security hub (L4).

EBO(200): Book near the TV guards are watching (25/29).

EXP(100): Vent hatch connecting restroom with Taggart's room.

EXP(200): Area in the middle of the stairwell leading to the back door exit. If you have Icarus Landing system simply jump down from the top or carefully move around the railings until you trigger the bonus.

You'll get this quest automatically when passing near the LIMB clinic (if you've read Sarif's e-mails on 1st visit). Go to the apartment across MCB gang's hideout. Take out the bodyguard (no XP). Speak with Brent Radford.

Accept this quest from officer Nicholas on your exit from the convention center. Exactly how many places Nicholas will ask you to investigate will depend on a dialogue choice of how calm him down. To get the maximum XP from this situation you'll need to activate the Social Enhancer augmentation. Omega pheromones: 2 places, Alpha pheromones/Chastise/Encourage: 3 places, Beta pheromones: 4 places. We'll choose the latter.

COM(400): Search the metro tunnel, the bank, the alley behind police station and the sewers (100 each).

There is very little to do in Hengsha on second visit except main mission and side-quests. Of course, if you've missed some of the quest-independent XP rewards on first visit you'll have another chance to get them. The only new XP rewards available through free exploration are from 3 devices:

As usual, you can purchase 2 praxis kits (17&18/21) from LIMB clinic. Also you can complete the optional objective by talking to LIMB receptionist.

GTD(250): Get new biochip.

MAN(27)

MAN(14)/DTD(6): Semi-hostile Belltower soldiers in Kuaigan District. Initially there are 12 of them: 5 near Alice Garden Pods, 1 near LIMB clinic, 4 in front of the Hive entrance, 2 near Hung Hua Hotel. Another 2 will spawn only if you refuse to pay the guy that tries to blackmail you when you pass near the Hung Hua Hotel (when you talk to him select "Decline").

It is hard, but possible to simultaneously 1) Save Malik 2) Do it with non-lethal takedowns (i.e. retain Pacifist status) 3) Get Ghost — see 1 and 2. Nevertheless it is suboptimal XP-wise, since you can't set up DTD while soldiers attack the helicopter (5 DTD possible after they destroy it and return to relaxed state). Since this is a "Maximum XP" guide, we'll choose the most rewarding route: leave Malik to her fate and run unseen to the elevator, receive Ghost, use the elevator again to get back down to the construction site then dispatch all soldiers with non-lethal takedowns and destroy the boxguard.

MAN(10)/DTD(5)

BOT(1): Boxguard that is dropped by helicopter either after a set time or when you cross the middle of the construction site.

COM(—): Read the dead agent's pocket secretary. (This objective is bugged and does not complete after you read the secretary. PC users can use Gibbed's burger/debug mod to manually trigger the objective completion: it provides the usual 100 XP)

This part was written based on the game with the Explosive Mission Pack DLC/Pre-order bonus. There is a single GTD(250) bonus that is awarded in this location for completing the DLC quest — it's included in the Old Noodle Factory section below. Enemy count is the same with or without the DLC.

You will need a Laser rifle later in Panchaea to destroy the security bot, so grab one after you meet with Tong

Although Harvesters' hideout is build like any other "serious" level it's impossible to get GHO/SMO here.

MAN(25)/DTD(12): Harvesters will respawn after you complete the Find Vasili Sevchenko's GPL Device objective, so sweep the map clean of enemies before reporting to Tong. You will need to reenter the map or save and reload for the second group of harvesters (8) to appear.

NOTE: If you are not playing Director's Cut and really want to get all augs by the end of the game (which requires at least 235000 XP) you better have this mission. Completing it results in 3500 additional XP, bringing the maximum XP in the game to 241970 (with 4350 XP from all possible 174 DTD bonuses included). Without this mission there is just 238470 XP in the game total (234245 XP without DTD bonuses), so you'll have very little room for error.

MAN(10)/DTD(5): 4 patrolling the central area, 2 sitting inside the sheds, 2 heavies on lower level, 2 snipers on elevated ground. For the 4th and 5th DTDs you'll have to throw the snipers down from the catwalks to lower level using a heavy crate or a dumpster.

Locking the security hub in Belltower's Port without losing any stealth bonuses

HAC(475): 2 security hubs in the sheds in central area (L3, L4+300). NOTE: L3 hub in the shed close to the gate will turn hackable only after the guard sitting in front it goes into hostile or high alert state. To hack it without compromising Ghost bonus use the same trick as in the Detroit police station: first, hurt the guard making sure he doesn't see you and only then knock him out (see the video). The safest way to accomplish this (if you have the DLC) is by throwing a UR-DED near the guard.

MAN(8)/DTD(4): 7 guards and Narhari Kahn (only if he wasn't killed on any of two previous occasions).

BOT(2): 1 turret, 1 boxguard that is dropped by helicopter through the roof in the middle of the room when you trigger an alarm.

It is possible to trigger an alarm which spawns the boxguard, letting you destroy it and get the XP for it, and receive Ghost + Smooth Operator bonuses at the same time. Be warned! Doing this will negate the Foxiest of the Hounds achievement.

Dispatch all human enemies on the level silently and hide their bodies (so the boxguard won't see them) as you normally would when going for GHO/SMO.

Save and finish the level to check whether you got GHO/SMO for Place the C4 on administrator Wang's desk objective. On arrival in Singapore you won't be able to see the XP bonuses pop up on the screen, so you'll have to confirm this manually by comparing your total XP before and after. Ideally total XP count should increase by 1750 = GTD(1000) + GHO(500) + SMO(250).

Reload the earlier save. Hack the security hub under the stairs in the loading bay and turn off the camera. Destroy the camera and go back to the bay's entrance — you should hear an alarm go off and the boxguard will soon be dropped by the helicopter. Destroy the bot without it spotting you (preferably with an EMP grenade/mine) and complete the mission. Again, if you've done everything right you should receive the same 1750 XP (including the Smooth Operator bonus, as if no alarms were triggered).

HAC(150): Security hub controlling the cameras in central area (L2+100).

HAC(200): Computer near the security hub (L2+150).

HAC(150): Security hub under the stairs (L1+125).

HAC(25): Door to the offices (L1).

HAC(185): 3 computers in the offices (L2, L2+10, L3).

GTD(1000): Place the C4 on administrator Wang's desk (leave the area).

The Missing Link was previously a separate DLC, but in the Director's Cut version it was integrated into the main game. At the start of TML you lose all the augmentations you've earned up to this point and have to start from scratch, even though your total XP count won't be reset. At the end of The Missing Link you will get your equipment and praxis points back, but with a small twist — your total count of praxis points (i.e. what you had before TML + what you earned in TML itself) will not be allowed to exceed 61 points. Any surplus praxis points will be lost.

If you follow this guide you can potentially earn 62 praxis points by the end Belltower Port chapter (19 from praxis kits and 43 from XP), which already exceeds the limit of what you can keep after you complete The Missing Link. In that case everything you earn in TML won't carry over to the next chapter (Singapore). Of course, it's up to you to decide whether or not it's worth hunting for the XP rewards that you won't be able to put to use in any way.

However, by carefully avoiding experience in loading bay 1&2 and the admin section, it is possible to gain at least 3 extra praxis before leaving TML. Once you have got all your equipment and praxis back you can backtrack through and collect another 6465 experience and 2 praxis kits (atop the crane in loading bay 1 and near Quinn's safe).

MAN(10)/DTD(5): 7 from the start and another 3 soldiers spawn near the entrance to Secure Bunker and will run to the courtyard after you upload the virus.

BOT(3): 1 turret, 2 security bots (1 on patrol, 1 inactive).

HAC(50): Signal jammer #1 (L2). Hack it, but don't turn it off until you hack signal jammer #2 in the Guards' Quarters. After you turn it off you'll complete both primary and secondary objectives:

GTD(250): Disable signal jammer (secondary).

GHO(500)

SMO(250)

GTD(250): Search for signs of Megan's team (can also be completed by talking to one of the 3 scientists).

GHO(500)

SMO(250)

HAC(75): Laser system terminal near the signal jammer #1 (L3).

HAC(100): Security hub in the courtyard (L4).

HAC(125): Security hub near the Secure Bunker entrance (L3+50).

HAC(100): Garage storage door (L4).

EXP(200): Garage storage area with malfunctioning lock.

GTD(750): Upload a virus.

GHO(500)

SMO(250)

Guards' Quarters, TOT(475):

MAN(2)/DTD(1)

HAC(50): Signal jammer #2 (L2). Hack it, but don't turn it off until you hack the signal jammer #1 in the Courtyard.

HAC(100): Computer (L4).

HAC(125): Armory door (L5).

HAC(200): 2 barracks doors (2xL4).

Biomech Lab, TOT(1600):

MAN(5)/DTD(3): One of the soldiers can be paired with another enemy from Microgen lab for 3rd DTD.

Basement:

EXP(400): Gas-filled room, accessible either by ventilation shaft from the courtyard or by breaking the fragile wall in the basement.

HAC(175): Dehland Faherty's computer (L3+100).

GTD(250): Speak with Dehland Faherty.

1st floor:

HAC(50): Computer in the foyer (L2).

HAC(75): Office door (L3).

HAC(125): 2 computers in the opened office (L2, L3).

HAC(300): Laser system terminal (L4+200).

2nd floor:

HAC(100): Office door (L4).

HAC(125): 2 computers in the server room (L2, L3).

Microgen lab, TOT(1700):

MAN(9)/DTD(4): One of the soldiers can be lured to Biomech lab for DTD (included above). There is an invisible wall between labs preventing enemies from normal passage, but you can force them to pass through it by luring a soldier to the skywalk and then throw some heavy object (crate of photocopier) at him in the direction of the wall.

1st floor.

HAC(50): Computer in the foyer (L2).

HAC(100): Security hub (L4).

HAC(125): Alarm panel (L5).

HAC(100): Storage door (L4).

2nd floor.

HAC(200): Security hub (L4+100).

HAC(100): Alarm panel (L4).

HAC(150): 2 lab doors (2xL3).

HAC(100): Door to the room with abandoned equipment (L4).

EBO(200): Book on a table inside the room with abandoned equipment (28/29).

There is only one type of human enemies in Panchaea — crazed humans, but they don't reward you with XP so they're not listed here. Still, they must be treated like normal enemies because getting past them undetected is necessary for both Ghost bonuses.

BOT(1): Inactive boxguard in the Entry Hall. Destroy it before going to the Tower Section.

EXP(300): Inside the giant vent shaft with half-opened lid above the main entrance.

EXP(200): Room connected to corridor with electrified water.

HAC(300): Door to the room with breaker box (L4+200).

HAC(625): Security hub (L5+500) in the Entry Hall.

EXP(300): 3 vent shafts in the Entry Hall: 2 on lower level, 1 on top level (100 each). Traveller bonus on top level is somewhat difficult to trigger — you'll need to hug the wall to the left of the vent for it to register.

Visit the LIMB clinic in the room blocked by vending machine to buy 2 praxis kits (20&21/21) before exiting to Ring Section.

BOT(4): 2 inactive ceiling turrets, 2 inactive security bots. The bot near the Taggart's room can either be reprogrammed with Robot Domination aug or destroyed through wall with Laser rifle. The second bot isn't linked to any security hub, so Laser rifle is the only way to destroy it without triggering an alarm. 2 inactive ceiling turrets must be switched to "default" state using nearby security hub before they can be destroyed for XP.

HAC(150): Storage room #1 on higher level (L3+75).

HAC(75): Storage room #2 on mid level (L3).

Find and speak with Taggart.

HAC(125): Security hub (L5).

HAC(125): Door to Taggart's room (L5).

GTD(500): Find and speak with Taggart (secondary).

Find and speak with Sarif.

HAC(300): Door leading down to corridor booby trapped with mines (L4+200).

HAC(100): Door to the same corridor (L4).

EXP(300): Room with a lot of tubes and a breakable wall; accessible from booby-trapped corridor.